Anyone on these here boards interested in some PL 10 Freedom City M&M action?

I plan on running "The Heist" and "A league of Your Own" in real life for a few friends with the intention of forming a full fledged league by the time the third adventure(issue? mission?) rolled around and I think it'd be a fun one to run on here too.

If this sounds like something you might be interested in, please feel free to make yourself known and if i get enough interest I'll post some more details!.

That may sound confusing so I'll explain: I've tried to get into at least three or so Mutants and Masterminds games here on the boards and for some reason, they never go anywhere. One game I think might be on a different site, but I have no idea.

I would love to play in a M&M game, but I refuse to let myself get too excited about a potential game, as none have gone much beyond an interest or recruitment thread.

I am interested but am already involved in 2 pbps so want to be sure I have time to commit. I could do the usual "usually 1 post a day" expectation. (Also if a number of people show interest I can bow out to folks who aren't in any pbps at all).

That character was designed for a Freedom Legion far-future sort of game, so she'd need some flavor changes to work in modern-day Freedom City, and I'd add 12 pp worth of stuff involving Speed and Teleportation, to give her some movement abilities (since I prefer to have characters with a mix of offense, defense and self-transportation, at least, and not be the chump who shows up after the battle on his motorcycle). :)

Other notions, such as an old who alternate-forms into a dragon-man hybrid (strength, natural weapons, armor-like scales, winged flight, fire breath), could also be fun.

Heck, the Archetypes straight from the book are fun, speedster, psionic, gadgeteer, energy controller, etc. I played Knock-Off from the 1e book at a convention and he was a *blast.* Need a brick? Turn to stone or metal. Need a blaster / movement power? Turn to light or air.

Alright guys awesome, loving the interest. My weekend's looking a little busy but I'll try to get some details up soon.

Freedom city is the setting, feel free to construct your PL 10 characters as you see fit. I'm looking for the build, a solid background with a good hook, and a nice description of your heroes personality and appearance.

It's a pretty general setting, Eventually you'll be forming a league of the earth's mightiest heroes, so construct as thus.

Let's make this one last past the recruitment thread, feel free to ask any questions or comments.

i'll check in with feedback and a few more details when i can, let's see what you can come up!

Bethany suffered from progressive muscular dystrophy as a child, and even after years of hormone therapy arranged by her parents, in an attempt to artificially stimulate muscle growth, and the accident that gave her super-powers (and cured her degenerative condition), remains preternaturally thin, appearing spindly and fragile even by the standards of a runway model.

A wildly unlikely sounding treatment, involving ‘altered space,’ in an attempt to stretch her body and stimulate muscle growth in the ‘thinned’ spaces opened up within and between her current muscle cells, ended up going haywire and propelling her physically into a two-dimensional realm, where she had all sorts of improbable adventures, before her parents, a police officer and a registered nurse, separated at this point, and agreeing seemingly for the first time in years on a course of action, replicated the experiment and went into two-d space to get her.

They succeeded, and somehow remain on speaking terms (although they certainly aren’t about to get remarried any time soon), but their daughter had been exposed to the warped reality of two-dimensional space long enough that she came out changed, fluctuating between a three-dimensional and partially-two-dimensional state unpredictably. It took months for her to be able to remain ‘solid’ for a length of time, and during these months of ‘spatial therapy,’ it was also discovered that her muscular dystrophy had gone into remission.

The sketchy researcher who had run this experiment (in violation of all sorts of ethical standards and legal procedures) was taken into custody, the last anyone heard, and apparently disappeared, although it’s not clear if he actually disappeared of his own volition or *was* disappeared…

As a result of the many growth hormones she had taken as a child, Bethany has suffered from a fair bit of ‘masculinization,’ gaining a deeper than expected voice, a ‘mannish’ jawline and the need to shave, for a time, in addition to seeing her long thin fair hair replaced by a scraggly thick black mane, which she cuts short so that it sticks straight up. As a result, she has more than once been called ‘butch,’ or had to fend off assumptions regarding her sexuality that she finds unwelcome. The hormone treatments are long over, and she no longer needs to run a razor over her face, but she still finds that her sideburns grow a bit longer than is entirely normal looking for a young woman’s face, and she occasionally loses interest in the endless fight with her hormonally-confused body and ‘lets them go.’

Bethany eats like a horse, and her metabolism has changed so that she seems to digest and utilize close to 95% of the foodstuffs she ingests. Whatever microbes exist in her gut are extra-dimensional in nature, and cannot survive out of her body (defying study in any event), but are preternaturally good at their job of tearing apart organic matter to unleash the energy within. Bethany is constantly somewhat cold, and snacks regularly to keep her energy levels up (often wearing a sweater or some sort of jacket over her uniform). After a large meal, her stomach throws off palpable warmth, as if she is running a high fever, and she often feels pleasantly sleepy and warm. Still her body seems to use every bit of this energy, and she never gains an ounce, no matter what she eats, and she has a certain schedule for when she needs sugars or carbs and when she needs protein, carrying a dozen high-energy bars or drinks in the pouches that decorate her hips, jackets and / or belts.

Hmm. I could be interested in this. I have purchased the M&M 2e + Supplements packages for Hero Lab, which makes PDF character sheets easy. :D

I've used the system for some fantasy and science fiction games but I'm not familiar with Freedom City. Is there anything specific I need to know? I have the impression that it's sort of like DC's Metropolis with the players taking the role of the Justice League. Is that about right?

My character will be here during the next 24-30 hours. I just came home from nightshift and feel a bit sick...gotta sleep. Anyhow concept is ExCop (STARK) based on Energy Master (Kinetic) Archetype (pretty decent 'Face', too)

Any room for a darker-themed hero (or anti-hero?) that might be a living portal to the Unspeakable One? Example power concepts: Visions of Beyond (emotion control despair/fear), Mind-Shattering Horror (drain will + mental blast), Consuming Void (dimensional pocket attack), etc.

An aspect of a hideous, Lovecraftian entity that uses these powers for good because the stars are not yet right.

Nice to see some more ideas coming. Umbral Reaver, as well as a note for everyone else, While I wont outright say no to anti-heroes, your characters should very much be heroic. Freedom City is a lot like DC's Metroplis, it has a large rogue's gallery of it's own and it's own heroes, The Freedom League, this league is soon to be moving to the Citadel( think DC's Watchtower), but they won't be making an appearance in the game right away. You'll all be relatively new heroes, whether it is to the area of Freedom City or to the whole super hero business thing(Perhaps you arent even a "hero" yet, there will be an inciting incident of course), Eventually, you'll make enough of a name for yourself to be invited into the Freedom League, and become Freedom City's primary defenders once the Classic league move into the low earth orbit Citadel to keep a view to worldly/cosmic problems.

So again, this is a game of heroes, the freedom leaguers wouldn't deny a worthy hero on appearance alone, but it's probably as much about attitude and intangibles as anything. Heroes will be invited into the Freedom League if they prove themselves worthy, and that means being heroic.

Here's the tweaked 20th century 150 pp version of Papercut, but she's only a first notion. I've got, literally, hundreds of supers ideas floating around that I'd like to play.

Papercut, the Folding Girl
** spoiler omitted **...

Set, I like it, I realize it's not going to be an immediate thing, Joining the Freedom League, but it is to happen by the 3rd issue or so, The League has an "18+" policy. If Papercut is younger than that, she'd likely be directed towards the Claremont Academy by the league(if she follows this advise or strikes out on her own is up to her ultimately, but I figured i would make you aware of this if you'd prefer to avoid any complication).

Nice to see some more ideas coming. Umbral Reaver, as well as a note for everyone else, While I wont outright say no to anti-heroes, your characters should very much be heroic. Freedom City is a lot like DC's Metroplis, it has a large rogue's gallery of it's own and it's own heroes, The Freedom League, this league is soon to be moving to the Citadel( think DC's Watchtower), but they won't be making an appearance in the game right away. You'll all be relatively new heroes, whether it is to the area of Freedom City or to the whole super hero business thing(Perhaps you arent even a "hero" yet, there will be an inciting incident of course), Eventually, you'll make enough of a name for yourself to be invited into the Freedom League, and become Freedom City's primary defenders once the Classic league move into the low earth orbit Citadel to keep a view to worldly/cosmic problems.

So again, this is a game of heroes, the freedom leaguers wouldn't deny a worthy hero on appearance alone, but it's probably as much about attitude and intangibles as anything. Heroes will be invited into the Freedom League if they prove themselves worthy, and that means being heroic.

I'm considering a mindset somewhat along the lines of early Martian Manhunter. Detached and failing to understand human concerns, but trying.

Further development may become introspective in considering what it means to use the powers of something considered horrific in the defense of Earth.

The loathesome power behind the character is not what determines conscience or goals. The unfathomable thing probably barely even notices it has a mortal avatar that's using its powers to keep humanity safe and complacent and unaware of the horrors to come. Er... don't mind that last bit. :P

This is Steve Warden. If I missed something during character creation or you want something changed / explained, please let me know.

If possible, I'd like Steve to be 'pre full monty heroing (aka secret identity, costume etc. at the start of the game. If not, let me know so I can find something suitable.

I left some hooks vague, in case you want to do something with them

Spoiler:

The villain committing the Bankrobbery

Spoiler:

The provider of the malfunctioning device

Spoiler:

Since Steve is, at the moment quite devoid of friends and social contacts: If you like your heroes to have a family for your villains to threaten, he might be 'socializing' with the (in that case) single mother from the shop, otherwise, the shopkeeper is probably his one social anchor atm

Well,monkeying around in Hero Lab left me to discover it's been so long since I've played M&M that I've forgotten half the power building rules (and the character generator itself only does so much to help). So I will see if I can come up with a coherent character.

Concept I was working with was a charity worker who gets granted powers by a Seraphim (warrior angel). She can summon magic armor (basically a combo-force field/deflection ability fluffed as mystical armor) and maybe super strength (both ability enhancement and the super strength ability) or maybe some kind of "holy blast" (hellfire control?). Where I'm tripping up is trying to figure out how to combo powers together.

If I can't get that to work, I might do something simpler--focus on superskilled type, a la Batman (in terms of skill set, not personality/background). Or bow out in favor of those who actually remember the rules clearly.

That sound like you could start with the energy controler archetype, too, loose some points through feats and one or two powers you don't want, reassign ability points and skills. Takes less Time (and knowledge) as a start (energy controller gets the blast, and the forcefield for starters)

Well,monkeying around in Hero Lab left me to discover it's been so long since I've played M&M that I've forgotten half the power building rules (and the character generator itself only does so much to help). So I will see if I can come up with a coherent character.

Concept I was working with was a charity worker who gets granted powers by a Seraphim (warrior angel). She can summon magic armor (basically a combo-force field/deflection ability fluffed as mystical armor) and maybe super strength (both ability enhancement and the super strength ability) or maybe some kind of "holy blast" (hellfire control?). Where I'm tripping up is trying to figure out how to combo powers together.

If I can't get that to work, I might do something simpler--focus on superskilled type, a la Batman (in terms of skill set, not personality/background). Or bow out in favor of those who actually remember the rules clearly.

Here's a way to do what you want:

Summonable Armour:

Protection. Reduce the duration from permanent to sustained. This allows you to use extra effort or alternate powers (such as deflection) on your armour. As a disadvantage, you'll need a good concentration to stop it from vanishing whenever you are stunned or unconscious.

Alternatively, create a container and increase the duration to continuous. Put the protection power in the container. It will cost you an extra 1 point per 5 spent on the power, but it won't vanish when you pass out, and has all the advantages of being a sustained power.

Since Mutants and Masterminds encourages customising powers to represent whatever you can imagine, I would say it's totally fair to take Hellfire Control and swap the hellfire descriptor for 'holy light' or something.

Thanks guys. Rebuilding from the energy controller is something I looked at and may review again. I like the sustained protection idea for the armor too--I definitely want it to be something she would turn on and off, not really is physical armor, just something when activated appears like armor (would also conceal her identity, so there's some thought of packaging it all under some kind of alternate form, but I don't think that's necessary).

Set, I like it, I realize it's not going to be an immediate thing, Joining the Freedom League, but it is to happen by the 3rd issue or so, The League has an "18+" policy.

18 is fine (heck, early 20s is fine, she could easily be a college graduate), her original concept was as someone who initially got rejected from the big leagues because she lacked the experience and skill to back up her power. She'll have been a 'teen hero' perhaps, for a year or two, and be in the process of gaining that experience and skill. (Which will help to justify the raft of skills and feats she's got, a couple years on the crimefighting beat as a solo hero!)

She was designed as a Freedom Legion riff on the Legion of Substitute Heroes, all the way to having her use the powers of a Legion reject (Ron-Karr, able to fold himself paper thin).

DeathQuaker wrote:

Thanks guys. Rebuilding from the energy controller is something I looked at and may review again. I like the sustained protection idea for the armor too--I definitely want it to be something she would turn on and off, not really is physical armor, just something when activated appears like armor (would also conceal her identity, so there's some thought of packaging it all under some kind of alternate form, but I don't think that's necessary).

In a time long before recorded history, during the decline of Lemuria's power, the Brotherhood of the Yellow sign poured their efforts into an attempt to bring forth a mortal vessel for their Unspeakable god. Many dark and terrible artifacts were created, all bestowing their weilders vast and maddening powers at the cost of being infected with that very same degenerative madness. One splinter sect of the Brotherhood decided that their attempts had failed because they were trying to bestow a mortal with the Unspeakable One's power, and that no mortal could ever sustain such terrible potence for long. Their solution was simple: To do the very opposite and bestow the mad, mindless god with a thinking mind with which to direct its numinous power.

With untold hundreds of human sacrifices, every victim driven insane in exactly the right way before death, they created the Cloak of the Void. Before a worthy Lemurian could be chosen to become the mind and soul of the Unspeakable One, the sect destroyed itself in brutal conflict for possession of the item. The fell powers unleashed by the high priests caused their underground temple to collapse in on itself and bury everyone. The Cloak was lost for millenia, spoken of as little more than a myth by those that survived.

Over the next few million years, the Cloak appeared a few times. In each of these cases, a curious explorer uncovered it and quickly became corrupted by its hideous power. They enjoyed brief reigns as dark, godlike tyrants, each inevitably being struck down by a hero of the time and losing the Cloak into obscurity once again.

Its most recent appearance was in 2010, being worn by a psychic villain that called himself Nyarlathotep, after H. P. Lovecraft's elder god. While he began as a cunning mastermind, over time he became more and more reckless and random. Finally, he used its powers to go on a mindless rampage in Freedom City, inflicting mass carnage and maddening terror for no reason but the thrill of it. He was killed three times before the Cloak was separated from him.

Nobody knew how the Cloak of the Void became unbound from the villain. It was as if it simply rejected him. Upon his third death, the Cloak fell from his body to the street below, landing on one young woman who had been cowering under the crippling effects of the very thing's waves of unspeakable dread. It may have been random chance, but to all onlookers it was like the Cloak chose her deliberately.

That was the day Alice Whateley became the Spirit of Oblivion, Voice of the Unspeakable One and latest bearer of the Cloak of the Void.

She had been nothing more than an ordinary student of philosophy at FCU before the Cloak took her. Something strange happened within the extradimensional spaces where numinous things dwelled. As Alice was currently under attack by the Cloak's powers at the very moment she became its wearer, the unspeakable power felt that it was attacking itself and withdrew. Her mind was left unconnected to the Unspeakable One for long enough to realise what happened.

Partial awareness of her new capabilities came to her quickly and her first action was to launch the Cloak into the Unspeakable One's dimension using its own power. She returned to her normal life, shaken and disturbed by the incident.

That night, her dreams drifted beyond the bounds of mortal dreaming. Her thoughts traced lines across the vast and unknowable expanse of the Unspeakable One. The nightmare grasped her tightly, refusing to let her wake until she had made her purpose known to that which cannot know. An eternity seemed to pass in those unfathomable depths. By some miracle she maintained a grasp on her sanity and discovered something crucial: The Unspeakable One had no real will of its own. It was infinitely powerful but thrashed against its dimensional confines randomly and without reason. The true evil was not in the power itself but in the hearts of those that wielded it. If she rejected the Cloak's embrace, another would gladly take it.

She awoke with new resolve and summoned the Cloak to her. She would find purpose and determination to contain the furious madness that roiled within, using it for good so that evil could not claim it again.

For the first time in two million years, the Spirit of Oblivion became a hero.

Notes:
Due to the limitations of Hero Lab, I couldn't put the accurate feats on the linked powers properly and had to build them as enhanced traits. The end result is identical mechanically, if visually awkward.

I have not included the mechanism by which the Cloak abandons its wearer for a new one. This is more of a plot device than anything else. Maybe the mindless thing craves the taste of a thinking mind and will reject one that has gone irretrievably mad.

Independent + Total Fade was the closest I could get to making emotion control instant (lasting) within the rules. Even though this would make it last much longer, for the sake of balance I am content to reduce it to working exactly the same as instant (lasting) instead of as sustained for the duration. This means an individual subject to them gets a new save each round with a cumulative +1 per round and automatically saves after 20 rounds.

A freelance editing job for me has come in--unexpectedly but welcome--but unfortunately that means I'm going to back out of recruitment. Good luck guys, and I hope I'll get to play M&M again some other time.

After much thought I threw out my original concept and tried my hands on a cold based hero. Here is Icestorm, I made the sheet in Herolabs so I hope it is acceptable (and hopefully not a woefully useless char).

Ohh and sorry the background isn't better it has been ages since I actually written one for a superhero game.

It all started in the middle of a terrible storm on the South Pole, lightning split the heavy snow clouds and caused cascading glittering as it splintered ice and snow and reflected, the lightning reaching for the ground. Admits this night most unholy a new child was born, a terrible warrior who could defeat all before her.

This is the beginning Isabella dreamt of having; however the truth is much more mundane. Isabella was told she was a mutant, her powers a result of a freak mutation within her genes, and she was born like a regular girl in a regular hospital. The only thing special about her childhood was that her parents were both mutants and her 2 year older brother Janus was as well. Both she and her brother inherited their looks from their mother, her brother developed powers similar to her father, namely superhuman reflexes, speed and healing. However her powers were nothing like either of her parents and while his had manifested at the age of 10, hers didn't fully come forth until she was 12. However her parents had both once been small time heroes and to ensure their children's safety, did their best to train them both in the art of controlling their powers and got both of them to join martial art classes both to learn to defend themselves, but also to give them a measure of control.

The family had a small house in the San Francisco suburbia and when Isabella was 15 she and her brother Janus took a few tentative steps into the world of superheroes as Winter Girl and Striking Cobra. They joined a local team, which called themselves Team Judgment. It was during one of their first training sessions that Isabella's hero name was changed from Winter Girl to Ice Storm. As part of the training the team members were to use their powers to the fullest, this was the first time Isabella fully released her power to create winter storms. The training took place in a rented cabin not far from the city, but little did the group realize the extent of her powers, reaching more than 200 miles from the cabin. Isabella have never admitted to anyone outside Team Judgment, that that freak storm was her doing, but the group renamed her Icestorm after this.

The Team itself fell apart less than a year later, when the small time villain, Cool Guy, figured out Striking Cobra's true identity and kidnapped and killed his girlfriend, Jackie, in an attempt to defeat Team Judgment. The Villain, Cool Guy, was eventually defeated, but it wasn't until after this that the group learnt of Jackie's fate and Striking Cobra in a fit of rage killed Cool Guy with his bare hands. Striking Cobra was arrested by the police and after a lengthy trial was sentenced to prison.

Isabella visited her brother in prison a couple of times, but Janus blamed Isabella for what had happened, claimed it was her that had betrayed him and her fault what happened, happened. Isabella's career as a superhero faltered, instead she put her energies into school.

Having graduated from high school, Isabella is striking out on her own and has moved to Freedom City, in the hopes of a new beginning and a new life in this metropolis.

Spoiler:

Complications:

Secrets of the Past:

Icestorm have caused a massive snowstorm to rage for a whole day in the San Francisco area, and while it was dismissed as just a freakish storm in the first month of winter, it still caused a lot of complication for many people.

Icestorm is in fact not a mutant, rather her powers are divine in origin, she doesn't know this and neither does her father. Her mother had an affair that led to her birth.

Janus von Scott is in fact planning revenge against his sister for the death of Jackie, preferably a revenge that pays her back a hundred folds.

Isabella's Parents used to be super villain mercenaries, but both turned over a new leaf after a fight with a superhero led to Isabella’s mother miscarriage. They both withdrew to a more normal life when she became pregnant with Janus.

Don't use slow fade for create object. Change the duration to continuous (+1/rank) and it has a special clause that allows the continuous effect to last even when you change it to a different AP. You may get less ranks out of it due to the cost, but it means your ice creations can stay around when you want to blast.

I don't know if it's your intention, but your cone of cold is a ranged general cone. It's a reflex save for half damage instead of you making attack rolls, unless you change it to a targeted area. If you just want it to be a cone coming out from you, you want to reduce the range to touch, so it's a cone originating from touch-range.

You have autofire on your blast 6 attack. Because autofire has a maximum damage bonus of half the power rank it is attached to, that attack won't do more than 9 damage. If you have any points spare, you can make it more accurate (up to a total maximum of +14 to hit, since your base damage for the attack is 6).

Your absolute zero blast has 10 damage and +8 to hit. If you can find the points for it, you can squeeze in another 2 damage or +2 to hit before you hit the power level caps.

Other than that, there's also your defense and toughness. You haven't bought up to the maximum for power level 10 with those, which can be okay if you have other methods of avoiding damage. Create object is a decent way to intercept attacks or provide cover.

You've got a variety of effects that should be useful in many situations. Create object alone is one of the most versatile powers if used creatively. Watch out for your wintery apocalypse. While Icestorm and the Spirit of Oblivion are immune to cold environments, we can't count on the rest of the party (or bystanders) to be so lucky.

I'll see what I can squeeze, but even more so the wintery apocalypse is not just the aprty we have to worry about if you look at the potential area ;) she is suppose to be a char who have massive effects :)

It shouldn't be a big issue to be under the caps at start. You can fill out the character with the power points you gain during play. If you do want to scrounge some more points, you could take a drawback. For example, the Spirit of Oblivion has vulnerability to light effects, treating them as if they had a save DC bonus 50% higher. A rank 10 light beam will hit her as a rank 15.

Uh oh. I might have to rearrange some points... or maybe not. The Spirit of Oblivion is not immune to thirst and starvation, so if captured and unable to teleport for some reason, she will die of thirst, then reform a week later, then die of thirst again, until rescued. D:

My ring of contrariness kicked in and I think I'm gonna bow out of this one. My interest in super-hero stuff has waned a bit lately, and I'd rather bail now than risk just putting in a half-arsed job of playing the character and dragging it down for everyone.

Steve looks like a pretty solid character. Kinetic control can easily expand into a wide variety of different powers if you power stunt or develop the power with earned power points. I think you might have made a mistake with your attack bonus. It's +9, which is one more than maximum with a 12 damage attack. If you reduce it to +8, that saves two points which you could use to put some power feats on your array or get a new power or so. Deflect is another good power that fits the kinetic descriptor, which lets you take on a defensive stance and stop incoming attacks.

Your kinetic control is 24 points. Deflect (slow and fast projectiles) is 2/rank but you can't bring it up to 12 since it's limited to the same number as your Defense. I see Steve as being the kind of guy who would want to protect bystanders, so if you put area (burst) on it, it becomes 3/rank and for 24 points that's 8 ranks.

This gives you the ability to take a standard action to set up a ranged block (opposed roll of deflect rank vs attack roll to negate a ranged attack) for everyone within 40 feet of you, with a -2 penalty per additional attempt.

The attack bonus was an oversight, I will change it before the weekend. Deflect was on my 'to get' list, but (even with two points free) it would take a heavy toll on his other powers (especially if made as a burst). Since I imagine Steve as still exploring his powers and coming to terms with them, I planned on adding this later, with the GMs approval, if he ever gains enough PP.

Latest redo of the Spirit of Oblivion. A bit of tweaking made room for some clearer descriptions and a couple of trivial immunities that fit the concepts involved. I think this will be my final, barring requested alterations, adjustments or clarifications by the GM.

I made fairly heavy use of Hero Lab's 'custom descriptor' option to add one-line descriptions of each power. I find a description, while not a mechanical necessity, does a lot for visualising the power and can help in odd cases where it might matter.

Enemy: The modern Brotherhood of the Yellow Sign may learn of the Cloak's reemergence and seek to reclaim it by force.

Additional notes:

Cloak of Shadows (Obscure) lasts for 4 minutes and cannot be dismissed.
The Emotion Control effects of Oblivion Unveiled and Utter Darkness grant an additional save with a cumulative +1 each round and last for a maximum of 10 rounds (1 minute).

It shouldn't be a big issue to be under the caps at start. You can fill out the character with the power points you gain during play. If you do want to scrounge some more points, you could take a drawback. For example, the Spirit of Oblivion has vulnerability to light effects, treating them as if they had a save DC bonus 50% higher. A rank 10 light beam will hit her as a rank 15.

Well what I did was increase the first power in the alternate power array, so that set point free to some of the others... so now she can make umm... full battleship sized ice cubes? go titanic? Maybe make them smaller and go precise instead make exactly and detailed sculptures? could be neat.

And yeah you probably have a point about the descriptors though I tried making evocative names that pretty much explained the powers.

Draw backs though i am unsure about what to do about... I don't feel she particular needs one.. but maybe, but the obvious one of heat and flame doesn't work at all as I envisioned her.

BTW I'd said SoO is way way complex and I have no idea about what she can do.

Sorry about the lack of interest Set, we (well me anyway) would have loved to have you here :)

Spirit of Oblivion can do the following useful things, in simpler terms:

* Hover up and down.
* Make an area of darkness that doesn't affect the party.
* Ranged attack that makes one target temporarily blind and frightened.
* Melee attack that does damage and paralyses a single target.
* Make one target that can see her take damage (reflex to avert eyes).
* Make everyone that sees her despair (similar to fear) and take wisdom drain (reflex to avert eyes, party averts eyes automatically).
* Teleport herself and others. Enemies get a save to avoid.
* Create a 'black hole' that sucks in everything in an area. Creatures sucked in get a save each round to escape. Anyone with dimensional travel can use it to escape automatically.

Plus a bunch of passive effects that don't do much most of the time but are handy when they're needed, such as immunity to extradimensional effects (so she can drop a black hole on herself and not get sucked in as well).

She has some distinct weaknesses. She has fewer options when dealing with things immune to emotion effects, as even her ranged damage powers rely on subjecting the target to 'unspeakable dread' as a descriptor. This also means her only attack that can damage robots is grasp of darkness, a melee attack. Unless it's a robot that for some reason can experience the unfathomable horror of witnessing a Lovecraftian power rather than just go 'beep beep this does not compute' and keep on going. Combat mobility is also an issue. Her flight only goes up and down and her teleport leaves her flat-footed. It's also in the array, meaning the timing of its use can interfere with using other powers. Oh, and I just realised another. She has no damaging AoE. She has temporary means of dealing with hordes of minions (make them cower, dimension them away) but they get better within a few rounds. I could spend some more time tweaking to edit away those weaknesses, but who needs teamwork when you can deal with every kind of situation? This is a terror and darkness-based controller that lacks blast or utility stuff and that's okay.

The save bonuses and protection are given fancy descriptions, but work exactly the same as normal. Here's what a successful toughness save against a ranged attack might look like for each party member:

Someone shoots at Steve. The bullet bounces off his forcefield.
Someone shoots at Icestorm. The force of the bullet is negated by the supersuit and her ability to take hits skillfully.
Someone shoots at the Spirit of Oblivion. The bullet is consumed by an extradimensional void.

On the other hand, failing the save probably looks the same for all of them. They go ouch and bleed.

Mutants and Masterminds lets you create a great range of different styles using very similar mechanics.